Surgical strike team.

Captain Adamar looked at force disposition on the hololithic display. The rebels had planned their defences well. For nearly 2 kilometres in each direction the line was solid. To breach the line, they would need the force a hole. It was the sort of challenge he loved. He had committed the strength of the company to the line off to the east and, as predicted the enemy had added reserves to that point in the line. The imperial guard units at his disposal threw themselves at the enemy as ordered. He had gathered his reserve forces and prepared to strike where least expected, the rebel commander had been found and the scouts of the 10th had confirmed the old bastard was in the field.

Adept Valdez approached through the gloom of the command post. “My lord, the techmarines have signalled. The teleport is ready and the pod is primed for launch”

Time to end this rebellion he thought. Touching his comm stud, “sergeants, the time is upon us, operation Remus is go, start combat timer on my mark” turning his massive bulk with speed and purpose that belied the terminators size, he strode on the platform. The 10 other hulking shape stood to battle ready, ozone starting to crackle over the cerimite armour,

“We March for mcragge! Courage and honor” he said in to the open comms Channel the teleport chamber fading around him.

In an up coming game I am trying a new list against imperial guard. It’s a radical new approach, based on the concept of a surgical strike. The fluff behind it is a decapitation strike. How would a marine army strike a key location in the middle of a campaign? My answer would be a scout force scope the target and then, using teleport homers and locator becons, a strike team would deep strike right onto the enemy. Opening up with massed flamers, storm bolters and assault cannons, they will tear the heart out of the foe. This twin surgical strike will be a precision attack.

The ethos for the list was split into 2 groups. The first wave of scouts will deploy inside the range of the opponents big guns, mainly any basilisks that may turn up. The second wave will deep strike. Leading the force will be a terminator captain. The only bit that doesn’t fit is a drop podding ironclad. The pod gets a locator beacon allowing me to drop the assault marines with accuracy. I have included it in the strike team, but it will arrive first turn, I just hope it’s frontal armour can take the pounding.

Strike team

Scouting force.
This force was easy to choose. I only have 25 scouts, so they all got selected. In the mix is a missile launcher with flakk and a heavy bolter.

Strike team.
I have chosen to go big on my strike team. 10 terminators and 10 assault marines will drop right into his lines. To soften them up I am taking my ironclad dread, in a pod with a locator beacon. The idea is to distract away from the scouts and mess up any plans he has. I try to force him in a reactionary approach and this will enable me to control the game. Rounding off the strike team is a single storm talon to provide air support.

So here is my take on a surgical strike team.

HQ 140 points (9%)
Space Marine Terminator Captain (140) WS6·BS5·S4·T4·W3·I5·A3·Ld10·Sv3+ Iron Halo; Terminator armour; lightning claw; storm shield; special issue equipment. And They Shall Know No Fear; Chapter Tactics (ultramarines); Independent Character.

Elites 635 points (42%)
10 Terminators (445) WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv2+ Terminator armour; storm bolters; heavy flamer; assault cannon; 7× power fist; 2× chainfist. And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines).
Terminator Sergeant WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv2+ Terminator armour; storm bolter; power weapon. And They Shall Know No Fear; Combat Squads; combat Tactics (ultramarines).

Ironclad Dreadnought (145) WS4·BS4·S6·FA13·SA13·RA10·I4·A2(3)·HP3 seismic hammer (built-in heavy flamer); Dreadnought close combat weapon built-in heavy flamer; smoke launchers; searchlight; extra armour. Vehicle (walker); Move Through Cover.
• Drop Pod Mk 2 (45) BS4·FA12·SA12·RA12·HP3 storm bolter; locator beacon. Vehicle (open-topped); Transport Capacity: 12 models or 1 Dreadnought or 1 Thunderfire Cannon; Inertial Guidance System; Immobile; Drop Pod Assault.

Troops 363 points (24%)
10 Scouts (133) WS3·BS3·S4·T4·W1·I4·A1·Ld8·Sv4+ 9× boltgun; heavy bolter with hellfire shells; scout armour; bolt pistols; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines); Infiltrate; Move Through Cover; Scouts.
Space Marine Scout Sergeant WS4·BS4·S4·T4·W1·I4·A1.Ld8·Sv4+ power weapon; boltgun; power armour; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Combat Tactics (ultramarines).

10 Scouts (175) WS3·BS3·S4·T4·W1·I4·A1·Ld8·Sv4+ missile launcher (flakk); scout armour; bolt pistols; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines); Infiltrate; Move Through Cover; Scouts.
Space Marine Scout Sergeant WS4·BS4·S4·T4·W1·I4·A1.Ld8·Sv4+ bolt pistol; power fist; teleport homer; power armour; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Combat Tactics (ultramarines).

5 Scouts (55) WS3·BS3·S4·T4·W1·I4·A1·Ld8·Sv4+ 5× shotgun; scout armour; bolt pistols; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines); Infiltrate; Move Through Cover; Scouts.
Space Marine Scout Sergeant WS4·BS4·S4·T4·W1·I4·A1.Ld8·Sv4+ bolt pistol; boltgun; power armour; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Combat Tactics (ultramarines).

Fast Attack 360 points (24%)
10 Assault Marines (235) WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+ 2× flamer; jump packs; power armour; chainswords; bolt pistols; frag grenades; krak grenades. Jump Infantry; And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines).
Space Marine Sergeant WS4·BS4·S4·T4·W1·I4·A1.Ld8·Sv3+ Thunder hammer; storm shield; power armour; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Combat Tactics (ultramarines).
Stormtalon Gunship (125) BS4·FA11·SA11·RA11·HP2 twin-linked assault cannon; Skyhammer missile launcher; ceramite plating. Vehicle (flyer); Aerial Assault; Escort Craft; Hover Strike; Supersonic.

I hope it will be a coherent force and the game will be fun. There is an inheritance instability in the list. If the reserve units don’t arrive together, they can be picked off piecemeal. My opponent, lee will push any weakness and the outcome is really in the balance of the reserve rolls. In a league game I’d never take this risk, but this will add to a great game and the tension on turn to will be great.

I’ll blog a full battle rep soon. Till the, see you across the battle table!

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